Quote Originally Posted by doc_bean
what PM ?
This one:

Spoiler Alert, click show to read: 
Quote Originally Posted by Seamus Fermanagh
Your Role: Rogue Detective

As with any pro-townie role, your basic mode for success is to vote to lynch Mafiosi, eventually removing the mafia threat from Fatlington and creating a town win. You’re not too worried about playing by the rules, however. In the style of Mike Hammer/Sam Spade, you are more than willing to dispense justice as needed with the help of “Betsy” (your Colt Model 1911 .45 ACP, hand loaded cartridges with dum-dums and armor piercing in a 2-1 ratio—and yes you always carry a full clip and one in the tube). On odd-numbered nights you may investigate up to 2 people. On even-numbered nights, you may attempt to kill anyone whom you have learned to be “guilty” or “criminal” in your investigations. If you give up this kill option, you may investigate 1 additional person on that even-numbered night phase.

Role Changing:

At your discretion, however, this role can change. This will take time, effort, and coordination with other townies. If you:

Combine with 2 Independent Wise Guys or 1 Made/Family Wise Guy to attempt a killing. 3 successful killings and the permission of the family Don and you become a Made member of that family (losing your Rogue Detective status).

Combine with 3 other townies you can attempt to kill one target per night (after two successful hits, you will become a Wise Guy (losing your Rogue Detective status).

Combine with 2 other townies you can attempt to protect one target per night (after two successful protections, one of you may become a “Doctor “ losing your Rogue Detective status).

Creating these combinations is up to you however, and you will have to work out your own deals/contracts/arrangements for forming such a combo with the other players.

PM’s:

Each night you are still alive, PM me with instructions for your actions that night. These may be:

“Get some sleep” “Investigate so-and-so” “ Kill so-and-so” “Protect so-and-so in combination with player 1, player 2…” or “kill so-and-so in combination with player 1, player 2…”

Warning: if the requisite number of townies is NOT available, the protection/kill effort will almost certainly fail. If a townie attempts a kill/protection solo, the effort will certainly fail, and there will be at least one chance in three that the townie will perish in the attempt.

Investigations:

You will always register as “criminal” if investigated. When investigating others, your information will be significantly delayed – but much more accurate – then a regular detective. Rather then receiving your information at the conclusion of the night phase (when the regular detective gets their answer), you will receive yours at the beginning of the 2nd DAY phase following the investigation (e.g. investigate night #1, receive answers Day #3). Your sources are great, and have access no cop could duplicate, but they move at their own pace.
When investigating others, remember that “innocents” include Townies and Dons, that “Criminal” includes some Townies as well as mafia Mades and Lucas. “Guilty” includes Mades and Wise Guys on the night of a kill as well as any Townie who has been involved in a killing. When you’ve identified a “guilty” target you may (60% if Made/Luca, 80% if Wise Guy, 100% if Townie) get additional evidence about other crimes or other data as well.

Special Note: You have one chance in 10 on each investigation to learn the exact role of the player investigated as well as the “normal” detective information above. This chance drops to 1 in 20 for identifying the Dons.

Getting Recruited:

What if a Mafioso seeks to recruit you? You can respond as you wish to such an offer. Your “shady” past will let you function as a Wise Guy at need. If recruited by a townie group, you can function as a normal townie – and sometimes use your special function as well. Beware – participation in either of these approaches has the potential to alter your role as noted above.